disallowed objects that don't exsist?

Every time I try to launch I keep getting errors… but I cannot find where they are or how to correct it.

This is most likely caused by migrating engine assets from UE.

Using the first as an example - MA_Bark.uasset

It is referencing T_Default_BaseColor which is engine content from UE and is disallowed, you need to replace the reference to the texture from within the material instance or material graph. Same goes with T_DefaultMaskTexture in the same material.

Using this method go through the assets one by one and replace the engine content references and you will be good to go.

2 Likes

So what you’re saying is I’m not allowed, for example, to change the texture maps on a landscape that was used in a template? I was trying to make a realistic looking tilted, for testing out what I can accomplish with the editor.

Anything custom that references anything in /Engine or /Game will be rejected, however you got in the situation could be a few ways but you will need to find another way to do what you are doing and not reference locked engine content.
In the case of landscape you will need to make your own layers if trying to modify Fortnite’s landscape, or if you are importing a landscape setup from UE you will need to replace those engine references.

1 Like

ok thank you very much for your help… One last thing. Foliage. I am trying to ad foliage and no foliage types are supported. Placing static meshes one at a time takes a long time and they never align with the terrain. Having to place them and try to rotate/move to adjust each piece to align with terrain is extremely time consuming. Is there any work around for this?

No problems! The Landscape Grass Output node is probably what you want to use, it will procedurally place a combination of meshes for the layer you set it up for and you can use any static mesh like rocks, bushes etc.

It can be a bit tricky to set up but here is a good place to start Landscape Grass | 5-Minute Materials [UE4]

2 Likes

I’m completely sorry for bothering you again. But I have 2 small issues… I have created a test map aside from my other map to test things while running a creation session in FN. My trees have been set to 200 health but in game it is 1 hit. My second issue is the distance (LOD) is set too short… my trees and assets completely disappear from a short distance away. I have adjusted the LOD distance in the editor and it still does this. In my normal UE 5.1 project I do not have this issue.

I kind of got off main topic with my persistent questions… Just trying to learn this editor, it isn’t the same as UE with the same features. I have been using UE since 2015 and even had my own game almost completed before I had a crash and complete corruption of all my data… This editor for FN now gives me the ability to publish something with a limited budget, and it think it is a great thing to have.

All good! I would field those two issues as a new post, will get more eyes on it and I have not run into those issues and would not know where to start.

Hurts to hear about losing your project, I have lost some things to hard drive crashes… not fun at all. And yes! working within limits can be a very good thing :slight_smile:

1 Like

I tried the landscape grass method… I works in the engine but once the session loads up the grass is gone

What is your graphics set to in Fortnite, it will only show on higher gfx settings.

epic… I have a 3080

I found the solution… My foliage had to be attached to my offsets for alternate layers plus I had to remove a material function that wasn’t supported in UEFN. Again thank you for the help… It took me 3hrs to find a solution. Now if I could get my other issue solved I will be golden. Maybe I posted in the wrong forum?